ltccone
Prince
Global warming happens too fast, too soon. It just doesn't pay to build factories and power them will coal. But you can't stop the AI from doing it, so I guess you just have to resign that low places are just going to flood.
I feel a minimum interval of say 15 turns between each sea level increase needs to be implemented.
so that it really is something you have to work against.
Optimal play is to finish before it happens which is quite possible.optimal play will be to always ignore global warming.
Flood barriers are also very expensive, which is fine, but you have to plan ahead since theres no chance to build them in small cities.
GDR has emissions? That means that other units have them?I found that the number of coastal lowlands is pretty small. The increase in things like tornadoes and dust storms has much more impact if you control a decent chunk of turf.
Droughts in particular seem to be nonexistent once you have aqueducts - i wonder if unlike how floods happen with dams, AQs prevent drought spawn?
I do feel the bucket size for next level of warming is too small for how long they seem to intend the game be played - the AI loves coal plants and as soon as they get those up (and military units) in any number, the climate is hosed. I was also surprised how big uranium based emissions from 1 GDR standing around for a few turns was.
Flood barriers are also very expensive, which is fine, but you have to plan ahead since theres no chance to build them in small cities.
Side note: I had a snow oil well get fully submerged, and I was able to go back and build an offshore platform! Drill baby drill
Just wait until you play Germany, mate...Coal plants are freaking amazing. You can stack them with Craftsmen/5-year Plan for the double-double adjacency bonus of your Industrial Districts. A 4 production adjacency district can become 16 with a coal plant and the policy card.
All the units that need fuel create emissions at what looks to be a similar rate to burning the resource for power.GDR has emissions? That means that other units have them?
How does converting to renewables work? If you have enough power from your windmills your coal plant stops burning coal? I never found an option to switch off the coal plants, just to convert them, but I needed the oil and uranium for military.
Just checked my inca save.Agree, the option to decommission the plant completely is missing. I think it does say that it burns coal in relation to how much is needed so maybe it does shut off with enough alternative sources. Will have to check in game later.
Just checked my inca save.
Renewable sources/Synth Technocracy bonus are "fixed" and apply before power plant generation. Most of my cities were running free of coal use except 3 inland cities with no hydro capacity.
My coal plants still give their production bonuses, but only one of them is burning any coal (that single plant is supplying the 3 cities.)
It also looks like +range bonus like Mexico city applies to both the power plant production aura and the radius in which they can generate power for cities. One might be tempted to use Nikola Tesla to boost a nuke plant, for example. The only thing I would warn is: it looks like the generation starts from the top of your city list. In most cases this means your capital will generate for everything in range, then the next city down the line will generate for whats left, etc. I'm not sure if Nuke>Oil>coal in generation priority, someone may want to check that.
But RE global warming, you can still build all the coal plants you like and simply sell your coal if you don't want them to pollute.